Jolting Chain: Where's the damage?
It's a bad description. What you're seeing in the description is the damage it does to EACH target that it jumps to.
So how it really goes is:
Piddly Damage
Knockdown
JUMP
Piddly Damage
Knockdown
JUMP
Piddly Damage
Knockdown
JUMP
Etc.
And this is the only trouble of Elec Control. It has pathetic damage output. Yes Jolting Chain doesn't do anything persay bad, keeps them controled quite well and recharges fast. But it doesn't do almost any noticeable damage. This doesn't hurt controllers that much cause of overpower. But for Doms, and the fact that alot of the powers in Elec control don't benefit from Domination, you can lock them down quite well but your really dependant on your primary to kill them, my elec/elec dom is getting anyoned by that. Yeah I think that Jolting Chain and some of the other powers really need a damage boost nothing big just something more then chain fences grr.
Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.
It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some.
And this is the only trouble of Elec Control. It has pathetic damage output. Yes Jolting Chain doesn't do anything persay bad, keeps them controled quite well and recharges fast. But it doesn't do almost any noticeable damage. This doesn't hurt controllers that much cause of overpower. But for Doms, and the fact that alot of the powers in Elec control don't benefit from Domination, you can lock them down quite well but your really dependant on your primary to kill them, my elec/elec dom is getting anyoned by that. Yeah I think that Jolting Chain and some of the other powers really need a damage boost nothing big just something more then chain fences grr.
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They can't raise jolting damage because then it wouldn't jump as much because you would be killing the target it's not a attack power is a control power and follows the same concept of gale that some people this is a attack power and causes more problems with lowbie storms in teams with AE debuffs because they want to use it for the minor damage. If they do raise the damage in the set i would expect it to come in the immobilizes and the pets.
I looked at the damage numbers on this power before taking it and it seemed like a decent attack that does DoT damage, but it only does one tick of damage and stops. Is it bugged or just a bad description?
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I suppose someone will argue that it's an AoE, so it should do less damage, but I think even stacking it up against those types of powers it's going to do less overall damage just based on its leaping nature as opposed to the cone/AoE nature of other controls like Hot Feet, Flashfire, Terrify, Flashfreeze, Carrion Creepers, Stalagmites, etc.
Also, considering electric lost damage when Conductive Aura was made non-damaging, I really do agree that JC should get a dmg boost.
Not as hard hitting as Lift, Levitate or Propel, but certainly more than an AoE like Flashfreeze or Stalagmites.
Please buff Ice Control.
Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.
It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some. |
Why are we looking for damaging primaries on Doms? Isn't that what your assault set is for? My Mind/Fire does a ton of damage and none of it comes from her primary.
japan
Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.
Quixotik
"I did not say this. I am not here." -Guild Navigator
Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.
It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some. |
I think the set was designed to let us control mobs in a different way from the usual, with sleeps, knockdown and endurance drain. Its not about the damage at all, beyond the pets and confused foes at least.
Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.
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So yeah for something like Earth assault it may be overshadowed but for me its another layer of soft control.
Mind you it was given a straight damage buff, not DoT I wouldn't complain bit for a domi I'm not crying out for it. Maybe more damage for the first strike, to help out controllers.
I agree with the sentiment that this should be given a damage increase for Controllers. Having played several controllers to high level, Electricity feels unduly weak.
Having bought GR solely for Electricity Control I feel short-changed that its damage is sub-par, even for a controller. We are talking e-l-e-c-t-r-i-c-i-t-y here!
I agree with the sentiment that this should be given a damage increase for Controllers. Having played several controllers to high level, Electricity feels unduly weak.
Having bought GR solely for Electricity Control I feel short-changed that its damage is sub-par, even for a controller. We are talking e-l-e-c-t-r-i-c-i-t-y here! |
Increasing the damage wouldn't help the power very much, because if you increase it's likelyhood of killing your target, you DECREASE it's likelyhood of successfully chaining.
If Jolting Chains kills the mob it jumps to. There are no more jumps, in that chain.
Sure now you have a potentially better damage power, but it's control is that much weaker.
EDIT: If they were going to put the damage increase anywhere, I would say put it into Chain Fences. It's a 1shot, non-dot application which minimizes it's interference with Static Field. PLUS it's useful for keeping mobs in the field and your aura.
Increasing the damage wouldn't help the power very much, because if you increase it's likelyhood of killing your target, you DECREASE it's likelyhood of successfully chaining.
If Jolting Chains kills the mob it jumps to. There are no more jumps, in that chain. Sure now you have a potentially better damage power, but it's control is that much weaker. EDIT: If they were going to put the damage increase anywhere, I would say put it into Chain Fences. It's a 1shot, non-dot application which minimizes it's interference with Static Field. PLUS it's useful for keeping mobs in the field and your aura. |
Please buff Ice Control.
I don't think killing the primary target is a real concern. First off the damage boost i'm picturing would put it a bit below a tier one blast or dmg ST control attack like levitate. Second, you can always target someone else. Third, killing a target isn't necessarily a bad thing as dead foes don't need controlling. And fourth, when the power gives you the most control is when there are a lot of targets. So you'd have a lot to choose from to hit. If there are only a couple left, I'm not sure you'd be worrying about JC controlling anything anymore.
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Mobs still deal just as much damage with 10% health as they do with 100%, and still need to be controlled.
Again, I personally feel that Chain Fences would be a more ideal place for increased damage.
Well with no real damage Jolting Chain becomes a No-Power/power slot holder for Electric Control. The set has no real need for a one shot knockdown and most Dominator secondaries have better knockdowns. I'll be dropping it ASAP.
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It's relatively skippable, but I wouldn't call it terrible or useless. Personally I prefer it over the immobs on a dom, but that's a matter of taste.
The thing is, JC is an AoE control power, not a single target one. And, due to its unique nature, increasing its damage would actually REDUCE its overall effectiveness as a control power AND a damage power. Even if you target a healthy-enough foe to survive the initial hit, it could easily jump to a target who is nearly defeated and kill it, stopping the chain. Then, suddenly you have however many foes remaining still on their feet because one died. It isn't like other AoEs that will attempt to affect each target regardless of a successful hit on the others. A chain is only as strong as its weakest link.
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The thing is, JC is an AoE control power, not a single target one. And, due to its unique nature, increasing its damage would actually REDUCE its overall effectiveness as a control power AND a damage power. Even if you target a healthy-enough foe to survive the initial hit, it could easily jump to a target who is nearly defeated and kill it, stopping the chain. Then, suddenly you have however many foes remaining still on their feet because one died. It isn't like other AoEs that will attempt to affect each target regardless of a successful hit on the others. A chain is only as strong as its weakest link.
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I can tell you from using procs in this power that I have already gotten into the habit of selecting a target with more HP. Switching initial targets and fixing the secondary chaining mechanic would allow this power to retain its control function if the devs ever decided to boost the damage on Jolting Chain.
What exactly do you mean by "a second chain"? Do you mean a branching chain (like the chain travels down both sides of a spawn), a repeated chain (like one activation affects at least some enemies twice), or something else?
If you are referring to the basic jumping-between-foes not consistently occurring even when the target isn't defeated by the power, I'd say that's a bug and would agree that it needs to be fixed. I've never seen that happen, though, so I assume that is not what you mean.
At any rate, I'm pretty certain that the core mechanics of the game prevent a chain power from firing off a defeated foe. Something in the back of my mind remembers a similar discussion when Chain Induction was introduced. I could be wrong; it wouldn't be the first time.
"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g
A branching chain is what I was referring to. I noticed on rare occasion that a white lightning bolt will spawn and take an alternate path. It looks much like Synaptic Overloads secondary paths except I don't have Synaptic yet. It happens very infrequent as far as I can tell and may only provide one jump. I noticed it when a few mobs in a spawn were killed by Jolting's main chaining branch yet others in the spawn were being KD by a light colored jolting bolt.
Hopefully someone else noticed too and is able to report more based on their observations. In the meantime I'll take a closer look next time I'm playing my Elec controller
At any rate, I'm pretty certain that the core mechanics of the game prevent a chain power from firing off a defeated foe. Something in the back of my mind remembers a similar discussion when Chain Induction was introduced. I could be wrong; it wouldn't be the first time.
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The other way (the way Chain Induction used to work, not sure if they changed it) is to grant the target a temporary power that when it fires, damages/etc one of the target's allies. Obviously, if the target isn't alive to use powers, this method won't work on it.
IF however the power TARGETED a Defeated Foe in the first place, then it would work, because it would have a valid target. And no, I do not believe there is a way to code a power to target either/both a live and/or a defeated foe.
Perhaps tangential, but I've been finding Jolting Chain very useful on my Elec/Earth, using this procedure:
1. Drop a Static Field. Enemies are sleeping.
2. Run into melee and Jolting Chain. Enemies are knocked down.
3. While enemies are getting up, Tremor. Enemies are knocked down again.
4. By the time the enemies get up, they're sleeping again.
5. Use single target hold and attacks until Tremor recharges. Repeat as necessary.
I can see this method being similarly useful for any Dom with a PBAoE attack. Jolting Chain lets you soft-control enemies that you're about to hit with PBAoE, so they don't all wake up at once and punch you. By the time JC and the PBAoE finish, they're sleeping again. Additionally, JC has a bit of endurance drain, which stacks with the sapping from Conductive Aura and Static Field. And having effective end drain at level 12 is amazing.
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I looked at the damage numbers on this power before taking it and it seemed like a decent attack that does DoT damage, but it only does one tick of damage and stops. Is it bugged or just a bad description?
Quixotik
"I did not say this. I am not here." -Guild Navigator